From 21e7beb21b6c5ed475fd26e603c3bdb445a7cc95 Mon Sep 17 00:00:00 2001 From: Edward Richardson Date: Sun, 16 Nov 2014 02:39:16 +1300 Subject: [PATCH] Fixed missing NULL pointer checks --- src/p_interaction.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 5ae456f53..0068f091a 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -991,7 +991,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, // Players are optionally excluded from getting thrust by damage. if (static_cast(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL) { - if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) + if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) plrDontThrust = 1; else return -1; @@ -999,7 +999,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } } - if (((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) && (damage < TELEFRAG_DAMAGE)) + if (((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) && (damage < TELEFRAG_DAMAGE)) { //Intentionally do not jump to fakepain because the damage hasn't been dished out yet. //Once it's dished out, THEN we can disregard damage factors affecting pain chances. @@ -1089,7 +1089,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, { goto dopain; } - else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) + else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) goto fakepain; return -1; @@ -1109,7 +1109,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, { goto dopain; } - else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) + else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) goto fakepain; return -1; @@ -1120,7 +1120,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, } if (damage == -1) { - if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) + if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) goto fakepain; return -1; @@ -1434,7 +1434,7 @@ fakepain: //Needed so we can skip the rest of the above, but still obey the orig //CAUSEPAIN can always attempt to trigger the chances of pain. //ALLOWPAIN can do the same, only if the (unfiltered aka fake) damage is greater than 0. if ((((target->flags7 & MF7_ALLOWPAIN) && (fakeDamage > 0)) - || (inflictor->flags7 & MF7_CAUSEPAIN)) && (fakeDamage != damage)) + || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) && (fakeDamage != damage)) { holdDamage = damage; //Store the modified damage away after factors are taken into account. damage = fakeDamage; //Retrieve the original damage. @@ -1535,7 +1535,7 @@ dopain: { return -1; //NOW we return -1! } - else if ((target->flags7 & MF7_ALLOWPAIN) || (inflictor->flags7 & MF7_CAUSEPAIN)) + else if ((target->flags7 & MF7_ALLOWPAIN) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))) { return holdDamage; //This is the calculated damage after all is said and done. }